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Dungeons of Daggorath Program: 

©1982 DynaMicro, Inc. 

Licensed to Tandy Corporation. 

All Rights Reserved. 

This applications software for the Tandy Color microcomputer is re- 
tained in a read-only memory (ROM) format. All portions of this soft- 
ware, whether in the ROM format or other source code form format, 
and the ROM circuitry, are copyrighted and are the proprietary and 
trade secret information of Tandy Corporation and/or its licensor. 
Use, reproduction or publication of any portion of this material 
without the prior written authorization by Tandy Corporation is 
strictly prohibited. 



Dungeons of Daggorath Program Manual: 

© 1983 Tandy Corporation 

All Rights Reserved. 

Reproduction or use, without express written permission from Tandy 
Corporation, of any portion of this manual is prohibited. While 
reasonable efforts have been taken in the preparation of this manual 
to assure its accuracy, Tandy Corporation assumes no liability 
resulting from any errors or omissions in this manual, or from the use 
of the information contained herein. 

10 98765432 



Table of Contents 

Introduction 9 

Required Equipment 9 

Loading Instruction 9 

Playing the Game 10 

The Display 1 

Commands 12 

Moving in the Dungeon 13 

Levels and Climbing in the Dungeon 13 

Creatures 14 

Objects 16 

Object Types 18 

Magic 21 

Reveal 21 

Incant 22 

Your Heartbeat 23 

Parting Words 25 

Appendix A — Summary of Commands 27 

Appendix B — Partial List of Abbreviations 31 

Appendix C — Saving and Reloading Games 33 



L 



40NG AGO, in the faraway hamlet of Rivenshire, 
there lived a gentle, simple folk. For many long years they 
lived, loved and labored in the seclusion of the peaceful 
valley, protected from the influence and danger of the 
outside world by the towering mountains of Daggorath. 



But alas, no good thi 



itouched forever. And 



remains ut 

so it was, in the time now known as the Year of 
Darkness, that a monstrous Evil came to Rivenshire, and 
the shadows of Daggorath fell long upon the land. The 
crops, once healthy and strong, stood withered in the 
fields. The herds of cattle and sheep wandered in listless 
stupor and slowly wasted away. Even the children of the 
Shire became ill and did not respond to the most 
powerful potions. 

In desperation, the people cried out for a reason, for 
understanding, for deliverance. Then a wise old master of 
the village came forth to speak. . . 



We is a tale, " he said, "passed down for centuries and 
almost forgotten, of a time in the Olden Days when a 
curse such as this descended on the land. Deep beneath 
these towering crags, in the Dungeons of Daggorath, an 
evil Wizard made his home and grew in power. But 
before his destruction of the land was complete, a brave 
adventurer ventured into the fearsome Dungeons and 
drove the Wizard away, saving Rivenshire from a devilish 
fate. The Wizard, however, was not destroyed and swore, 
even as he fled, that one day he would return with his 
legions of evil, more powerful than ever, to reinhabit the 
Dungeons of Daggorath and destroy all the land to 
avenge his defeat. I have heard rumors in recent times 
that this same Wizard has come into possession of the 
ancient and mighty Ring of Endings and is now more 
powerful than ever. I fear that this is true and that he 
has returned to destroy us. " 



[nd lo, the people of the village trembled and begged 
of the master, "What shall we do. . . who now will save 
us!" When the crowd was silent, the master spoke. 
"Behold this Book, " he said, raising the ancient volume 
above his head for all to see, "for it is said to have been 
left by the adventurer and was passed down to me by my 
father's father's father. It tells of the mysteries and 
dangers of the Dungeon. The secrets of The Book I can 
share with you. But alas, where will we find one so bold 
as to face the deadly dangers of the Dungeons of 
Daggorath!" 

To the amazement of all who watched, there came from 
the crowd a stranger whose face spoke of courage and 
wisdom. The stranger reached out a hand to take The 
Book. The master smiled slowly and said, "Even as it was 
prophecied. . . so be it. I shall teach you the ways of the 
Dungeon that you may venture forth and slay the 
Wizard. You must listen carefully and study well, for 
mistakes are deadly in the Dungeons of Daggorath. " Thus 
began the lesson. . . 



Introduction 

The animated color graphics of this exciting adventure game make your 
task fearfully realistic. The Dungeon is a complex, multi-level maze deep 
within the mountains of Daggorath and filled with evil creations of the 
Wizard — fearsome creatures that can snuff out your fragile existence in an 
instant. Beware ... for once you have been transported into the Dungeon, 
there are only two ways out: DESTROY THE WIZARD or DIE! 



Required Equipment 

To begin your adventure, you need the following: 

• A Tandy® Color Computer with at least 16K RAM 

• Standard TV (Color recommended) 



Loading Instructions 

1. Before inserting or removing a Program Pak™ cartridge, make sure the 
computer is off. Failure to do so could result in damage to the Program 
Pak. 

2. Connect the Color Computer to the television set, and move the antenna 
switchbox control to Computer (or Game). See your Tandy Color Com- 
puter Operation Manual for further details regarding connections. 



3. Insert the Dungeons of Daggorath Program Pak™, label side up, into the 
slot located on the right side of the computer. Press firmly until it 
engages securely, but do not force it. 

4 . Turn on the television, and tune it to Channel 3 or 4 (whichever is least ac- 
tive in your area). 

Playing the Game 

To begin your adventure, you must first be transported to the Dungeon. 
After loading the program, a chilling preview of the mysteries of the 
Dungeon appears on the screen. You might even catch a glimpse of the 
Wizard himself! Read through The Book, and when you think you can suc- 
cessfully complete your task, press any key to be transported into the 
Dungeon. But first, you must know more of the evil sanctum you are about 
to enter. 



The Display 

You can view the Dungeon at the top of the screen. A single line on the left 
and right sides of the screen shows what you are holding in your left and 
right hands. The center of the screen monitors your heartbeat. You can ac- 
tually see your heart and hear its beating as you wind your way through the 
dark passages of horror. Enter commands at the four line command entry 
area at the bottomm of the screen. 



10 




EMPTY 



. PULL RIGHT TORCH 
. USE RIGHT 
. LOOK 
. MOVE 



EMPTY 



11 



Commands 

To enter commands in the Dungeon, type the desired command, with 
spaces between the words of multi-word commands, and press (ENTER ). 
If you make a mistake in typing a command, press the GED key to erase one 
character at a time and continue typing the command. If you enter an illegal 
or impossible command, 111 appears after the command, and no action is 
taken. 

You can enter commands in rapid succession. Simply continue typing. The 
computer stores the commands you type and then displays and carries 
them out as rapidly as possible. 

Commands can be abbreviated to the shortest set of letters that cannot be 
confused with another command word. For example, ATTACK LEFT can be 
abbreviated A L, and PULL LEFT SWORD can be abbreviated P L SW. 
SWORD cannot be abbreviated with just an S, as this can be confused with 
SHIELD. You must still enter spaces between abbreviated words. If you try 
to enter an abbreviation that is too short, 111 appears after the command. 

The appendices at the end of The Book contain a Summary of Commands 
(Appendix A), a Partial List of Allowable Abbreviations (Appendix B), and the 
commands you need to use to save and reload a game (Appendix C). 



12 



Moving in the Dungeon 

Enter the command MOVE to step one cell forward in the Dungeon. If you are 
facing a wall, you will "bump" into it. You may move past a creature that is 
directly in front of you by moving forward. The creature, however, will follow 
you and attempt to move fast enough to jump back in front of you. 

To step back, type MOVE BACK. You can also turn in either direction by typ- 
ing TURN LEFT or TURN RIGHT. Type TURN AROUND to turn completely 
around in the same cell. Use the commands MOVE LEFT or MOVE RIGHT to 
sidestep (move sideways without turning). 

A TORCH will help you see which way to MOVE in the Dungeon. You can 
MOVE with no TORCH (in total darkness), but you will bump into walls. This 
is not a recommended method of traveling in the Dungeon, for you might 
bump into the dreaded creatures. 

Levels and Climbing in the Dungeon 

The Dungeon is a multi-level maze. There are three known levels, but there 
are rumors that the real Wizard lives beyond in even deeper levels. If you 
want to explore the first three levels, you must find a hole or a ladder to 
move between the levels. Beyond that, you are on your own. 

If you are standing next to a hole, type CLIMB DOWN. You are then on the 
level below and can see the hole you just climbed through directly above you. 
But be careful ... if you climb down a hole, you cannot go back up. 



13 



If you are standing next to a ladder, you can move up or down by using the 
commands CLIMB UP or CLIMB DOWN. Be especially wary of climbing 
up . . . for it is said that if the Wizard senses you retreating up a level, he will 
punish your faintheartedness with the wrath of his most fearsome 
creatures. 

Creatures 

The Dungeon is filled with terrible creatures, henchmen of the evil Wizard. 
You will encounter Vipers, Spiders, Evil Knights, the Smiling Blobs, massive 
Stone Giants, Scorpions, Wraiths, and the awesome Galdrogs. These 
demons of darkness will attempt to seek you out and destroy you. They 
grow more powerful and more deadly as you descend deeper into the 
Dungeon. 

Each creature has a characteristic sound that it will sometimes make as it 
approaches from any direction. The sound grows louder as the creature ap- 
proaches. Listen carefully in the Dungeon, for you can often tell which 
creature to expect from the sound you hear. If the creature is in the cell with 
you, the sound is very loud, and you will be attacked. You will hear the blow 
strike you if it finds its mark. This is extremely hazardous to your health. 

If you have your wits about you, you can use the ATTACK command to fend 
off or destroy your attacker. Use an object (such as a SWORD) if you have 
one, but your empty hand is better than nothing. 

One technique you might use to defeat creatures involves attacking several 
14 



times in rapid succession and then moving several steps and turning 
around. This method lets your heart rate slow down while the creature ap- 
proaches. Then you are ready to attack again as the creature enters your 
cell. 

Creatures attack faster as they become more powerful. Time your attack to 
strike the creature just as it enters your cell and before it has a chance to 
strike you. Entering several ATTACKS followed by MOVES in rapid succes- 
sion (don't wait for the command to be displayed) helps to get your blows in 
and gets you out of danger before the creature has a chance to destroy you. 

The Blob might require ten or so successful sword hits to kill when you first 
encounter it. The Stone Giant might take six or seven hits to destroy. You 
might be able to kill Spiders with only one blow, but Vipers will take two or 
three. 

Both the Blob and the Stone Giant can often kill you with one blow — so be 
quick and move before they strike! 

In the Dungeon, the victor of a struggle draws strength from the defeated 
foe. Be cautious, but master many creatures as you move through the 
Dungeon so your strength may increase. The stronger you become, the 
fewer hits it will take to destroy a creature. If you go to a deeper level 
without mastering most of the creatures on the levels above, your strength 
will be no match for the creatures you encounter. Eventually, if you survive, 
you will face the evil Wizard. Defeating the Wizard will be the ultimate strug- 
gle, for his strength is greater than all his creatures. 



15 



BUT BE WARNED. . .long before you face the real Wizard, he will send a 
demon in his image to test your worthiness and resolve. Only after defeating 
the Wizard's image will the true challenge begin. 

BE PREPARED FOR ANYTHING! 

Objects 

Within the Dungeon there will be a number of objects which must be used in 
your quest. The creatures will have collected most of the objects in the 
Dungeon by the time you arrive. There are six object classes: 

TORCH SWORD SHIELD FLASK SCROLL RING 

There are several types within each of these object classes. For example, a 
TORCH can be a PINE TORCH or a LUNAR TORCH. The chart below will 
clarify the various types of objects. The types of RINGs, however, will not be 
listed in the chart. You must discover them yourself. 



Types of Objects 


TORCH 


SWORD 


SHIELD 


FLASK 


SCROLL 


PINE 

LUNAR 

SOLAR 


WOODEN 

IRON 

ELVISH 


LEATHER 

BRONZE 

MITHRIL 


HALE 
ABYE 
THEWS 


VISION 
SEER 



16 



When you first enter the Dungeon, you will be given a backpack containing a 
PINE TORCH and a WOODEN SWORD. You can find other objects within 
the Dungeon and can get them when they are on the floor. At any time, you 
can see what objects are in your backpack and on the floor by typing EX- 
AMINE. 

You can look at the Dungeon by typing LOOK (but only after an EXAMINE 
command). 

To grab something from your backpack, you must first have an empty hand. 
Then use the PULL command, as in PULL LEFT PINE TORCH. To place 
something you are holding into your backpack, type STOW LEFT (for left 
hand) or STOW RIGHT (for right hand). Your right or left hand is now empty and 
the object you are holding is in the backpack. 

Creatures in the Dungeon are aware that objects are valuable and will gather 
objects they encounter as they move throughout the Dungeon. A creature 
will continue to carry the objects it has collected until it is destroyed. When 
a creature is destroyed, the objects (if any) will drop to the floor. The objects 
will remain where they fall, even if you leave the area, unless you pick them 
up or another creature comes by and picks them up. You can pick up an object 
from the floor using the GET command only if you have an empty hand (ex- 
ample: GET RIGHT SHIELD). You can drop an object to the floor from either hand by 
typing DROP LEFT or DROP RIGHT respectively. This leaves one hand empty, 
and the object you were holding now appears on the floor of the cell you 
occupy. 



17 



Object Types 

TORCH No rays of light penetrate the Dungeon. You will need the 

TORCH to find your way. When you first enter the Dungeon, 
you will see only darkness. If you want to see you must PULL 
the TORCH into either hand and light it by typing USE LEFT 
or USE RIGHT. You will hear the match strike, and the TORCH 
will be mounted on your backpack. Your hand is now empty, 
and you can see. If you EXAMINE your backpack, the 
TORCH currently in use is highlighted. After an EXAMINE 
command you must LOOK to see the lit Dungeon. 

In time, all TORCHes burn down and eventually die. As this 
happens, you can see less and less in the Dungeon. The 
PINE TORCH lasts fifteen minutes. The LUNAR TORCH 
holds some magic light and will last for thirty minutes. The 
SOLAR TORCH is the most powerful and lasts for sixty 
minutes. 

It is vital that you find another TORCH before your light goes 
out, or you will be in pitch darkness and at the mercy of the 
Wizard. 

SWORD The Dungeon is very dangerous. Only a fool would enter 

without holding close his best and sharpest SWORD. When 
facing a creature, you can attempt to strike him with a 
SWORD you are holding by typing ATTACK LEFT or ATTACK 
RIGHT, depending on which hand your SWORD is in. If you 



18 



miss, you hear the swish of your sword through the air. If you 
hit, you hear the blow strike and the command area shows !!! 
after the attack command to show that you have made con- 
tact. 

Stronger creatures are naturally harder to hit. You will also 
find that you miss more often as the light from your torch 
grows dim. It becomes even more important to find other tor- 
ches before your light burns too low. 

As you grow stronger (if you survive), the force and effect of 
your blows increase. But do not expect the creatures of the 
Dungeon to fall from a single blow. And beware. . .for even 
as you strike, they will strike back, often with fatal results. 

SHIELD When you hold a SHIELD in your hand, you are protected 

from some of the force of an attacking creature's blow. This 
may save your life! The effectiveness of a SHIELD depends 
somewhat on your strength and the strength of the creature 
you are facing. 

You can also ATTACK with a SHIELD. The MITHRIL SHIELD 
is quite powerful and can be used effectively as a weapon. 

Attacking with a SHIELD is better than attacking with an 
empty hand and makes a great noise. But BE CAREFUL 
jokesters tend to have very short careers in the Dungeon! 



19 



FLASK In the Dungeon you might also find various magical FLASKs, 

which may serve you in your quest. If you are holding a 
FLASK and type USE LEFT or USE RIGHT (depending on which 
hand it is in), you will pour the contents of the FLASK down 
your throat. Be careful . . . flasks may harm you or greatly aid 
you. Their effects may be striking or subtle, short-lived or 
permanent. 

You may get a clue to the nature of a FLASK from its name 
when you are able to REVEAL it. But the only way to really 
learn the true effect of a FLASK is by trying it in different 
situations. 

SCROLL It is said that in the Dungeon there are SCROLLS that may be 

of immeasurable value in conquering the Powers of Evil. To 
use a SCROLL you are holding, type USE LEFT or USE RIGHT. 

RING RINGs are extremely magical! They can serve as weapons of 

great power, and can strike down mighty enemies in a 
twinkling. But now that they are under a powerful magic 
spell that prevents their use by mere mortals. 

Learn how to unleash the power of a RING in the "Magic" 
section. 



20 



Magic 

The Dungeon is a magic place. Creatures, torches, weapons and certain 
doors in the Dungeon have magical powers. Creatures that are very magical 
(like the Wizard) are best fought with magic weapons and can only be seen 
fully under a TORCH that throws magical light. You must learn from the 
Dungeon as you proceed. 

There is both Physical and Magical light in the Dungeon. The PINE TORCH, 
for example, radiates Physical light, so certain magic passages cannot be 
seen. Even though you cannot see these magic passages, you can move 
through them. So it will appear that you can step through the walls in some 
places. If you have magic light the passages will appear as triangles. Other 
passages will appear as rectangles and can be seen in any light. 

As you proceed in the Dungeon, you must find more powerful magic torches 
to reveal the magic doors and creatures. 

Reveal 

Objects in the Dungeon often have hidden natures that are not immediately 
known. To discover the full power of an object, you should always attempt 
to REVEAL it. To REVEAL an object, you must be holding it in either hand 
and type REVEAL RIGHT or REVEAL LEFT, respectively. For example, you may 
be holding a TORCH that can be REVEALed as a more powerful LUNAR 
TORCH. The more powerful an object.the more strength it takes to REVEAL 
it. If you are unable to REVEAL an object you have found, you should save it 



21 



in your backpack. After you have grown in wisdom and strength, try again to 
REVEAL it. 

Like other objects, the full powers of a SCROLL or a RING cannot be used 
until you have REVEALed them. 



Incant 

Only RINGs can be INCANTed. Attacking with a RING (even after you have 
REVEALed it) won't have much more effect than a bare-handed slap. The 
RING will make its magical sound, but will hold no power until it has been 
INCANTed. You must use your wisdom to determine the magic name of a 
RING. Then you must INCANT the magic name to release the RING'S 
awesome power. The type of RING that you may REVEAL serves as a clue to 
the magic name of the RING. For example, if a RING is found and REVEAL- 
ed to be an IRON RING, a possible incantation is to type INCANT STEEL, and 
press (ENTER ). If the incantation is correct, the RING transforms into a 
STEEL RING of great power. If the incantation is wrong (which it is!), 
nothing at all happens, and you are left to ponder the correct incantation. 

After you have successfully INCANTed a RING, you can ATTACK using the 
RING as a magic weapon of great power. But use it wisely, for its power is 
not limitless, and use of a RING also puts a great strain on your heart. It is 
rumored that even the power of the evil Wizard is derived from a RING which 
he holds. If you manage to defeat the real Wizard, you must find the 
Wizard's RING, for it may hold the secret to your future. Remember ALL 
RINGs can be INCANTed. 



22 



Your Heartbeat 

Throughout your adventure in the Dungeon, you see and hear your heart 
beating as you continue the journey. Many things affect your heart rate. Mov- 
ing fast or with a heavy load, swinging a SWORD or wielding a RING, being 
attacked and struck by a creature ... all these and more will make your heart 
beat more rapidly. 

Time and rest, if you can find them, will bring your heart rate down. If you 
allow your heart rate to climb too high, you will faint. This stops you in your 
tracks, but alas, the creatures do not stop and will continue to track and at- 
tack you. If your heart rate climbs even further, your weary heart may simply 
burst, and you will have failed in your quest. The faster your heart is beating, 
the easier a creature's blow will kill you or cause you to faint. It is best to be 
rested before attempting to master a powerful creature. As you grow 
stronger, so will your heart, and activities which once would have killed you 
will become easy. 

Go then, with caution, and grow in strength. 



23 



PARTING WORDS 

laving studied hard and mastered The Book, " said 
the Master, "you are now ready to brave the Dungeon. 
Keep The Book with you always and refer to it often, for 
it contains much that can help you. Reread it after 
traveling in the Dungeon for a time, and you will 
understand much that may previously have been unclear. 
Remember to discover the nature of objects by revealing 
them, and strive to master the riddles of the rings. Seek 
out more powerful torches to see the magic passages and 
magical creatures of the Dungeon. "Study the Dungeon 
as you venture forth, for there is much about it that I do 
not know and cannot tell you. Learn its ways and the 
ways of the creatures. Study their habits and use the 
knowledge against them. It is sometimes better to strike 
and run to fight again than to stand and bravely die. 



y 



{.void standing still for very long, especially in long 
corridors, unless you wish to attract unfriendly company. 
Creatures will track you down straight corridors, even 
through doorways. You can sometimes lose them by 
running in a loop or a zig-zag or by hiding. Try to rest 
between battles so you can better handle the many 
surprises of the Dungeon. Be sure to keep your wits about 
you. . . you will surely need them. 

"Above all, do not give up hope. It is foretold that 
success can be yours if you will persevere. Go then, for 
yourself, and for all that is good in the world. The 
Wizard can be vanquished and the power of the Wizard's 
ring can be yours. The future awaits you! Go forth, and 
triumph!" 



Appendix A 

Summary of Commands 

The following summary of commands serves as a quick reference to help 
you remember and use the commands. Each command is presented in the 
following format: 

NAME (The name of this type of command) 
Usage: (This shows the various forms the command can take and briefly 
describes the effect of each form. For more detail, refer to The 
Book.) 

Note: When the word "object" is used, you may type either an 
object class (like TORCH), or a specific object type (like PINE 
TORCH). For example, GET LEFT object refers to the whole class 
of commands like GET LEFT PINE TORCH, GET LEFT SWORD, and 
so on. 



MOVE 




Usage: 


MOVE 




MOVE BACK 




MOVE LEFT 




MOVE RIGHT 


TURN 




Usage: 


TURN LEFT 




TURN RIGHT 




TURN AROUND 



Step one cell forward 

Step one cell back 

Step one cell left without turning 

Step one cell right without turning 

Turn left in the current cell 
Turn right in the current cell 
Turn around in the current cell 



27 



CLIMB 

Usage: 



CLIMB UP 
CLIMB DOWN 



Climb up a ladder 

Climb down a ladder or a hole 



EXAMINE 

Usage: EXAMINE 



GET 

Usage: 



— Show a list of objects on the floor 
of the cell you occupy plus a list of 
everything you are carrying in your 
backpack 

Note: Any lit TORCH is highlighted on the display. 



LOOK 

Usage: LOOK 



Look at the Dungeon after an EX- 
AMINE command 



GET LEFT object - 
GET RIGHT object — 



Get an object from the floor with 
your left hand 

Get an object from the floor with 
your right hand 

Note: The object you type must be on the floor of the cell you oc- 
cupy, and the hand you choose must be empty. 



DROP 

Usage: DROP LEFT 

DROP RIGHT 



Drop the object in your left hand (if 
any) to the floor 

Drop the object in your right hand 
(if any) to the floor 



28 



PULL 

Usage: PULL LEFT object — Pull an object from your backpack 

with your left hand 
PULL RIGHT object — Pull an object from your backpack 

with your right hand 

Note: The object you type must be in your backpack, and the 
hand you choose must be empty. 



STOW 

Usage: STOW LEFT 

STOW RIGHT 



Stow the object in your left hand (if 
any) into your backpack 
Stow the object in your right hand (if 
any) into your backpack 



ATTACK 

Usage: ATTACK LEFT 



ATTACK RIGHT — 



Attack with the object in your left 
hand (or with your empty hand) 
Attack with the object in your right 
hand (or with your empty hand) 



USE 

Usage: USE LEFT 

USE RIGHT 



Use the object in your left hand 
(effect depends on the object) 
Use the object in your right hand 
(effect depends on the object) 



Note: The USE command can be used with three types of ob- 
jects, and its effect varies depending on the object selected: 



29 



TORCH — To USE a TORCH is to light it and mount it on 
your backpack 

FLASK — To USE a FLASK is to pour its contents down 
your throat 

SCROLL — To USE a SCROLL, the SCROLL must be 
REVEALed. Try it! 



REVEAL 

Usage: REVEAL LEFT 



REVEAL RIGHT — 



Attempt to "reveal" the type of 
object in your left hand 
Attempt to "reveal" the type of 
object in your right hand 



INCANT 

Usage: INCANT magic word— Attempt to conjure up the magic 

power of a RING by "incanting" its 
magical name 

Note: When you INCANT, type only the single word you are in- 
canting, such as INCANT STEEL. 

CASSETTE COMMANDS 

Usage: ZSAVE filename — Save the current state of the game 

on cassette with the filename that 
was typed in 
ZLOAD filename — Load from cassette a game you 

saved earlier with the given filename 



30 



Appendix B 

Partial List of Abbreviations 

Commands can be abbreviated to the shortest set of letters that cannot be 
confused with another command. Remember that you must still enter the 
spaces between the abbreviated command words, and always press 
[ENTER) after typing the command. If you try an abbreviation that is too 
short, ??? appears after the command. 



Full Command 



Shortest Abbreviation 



MOVE 

MOVE BACK 
MOVE LEFT 
MOVE RIGHT 

TURN LEFT 
TURN RIGHT 
TURN AROUND 

CLIMB UP 
CLIMB DOWN 

EXAMINE 
LOOK 

GET LEFT TORCH 

GET RIGHT WOODEN SWORD 



M 

M B 

M L 

M R 

TL 
TR 
TA 

CU 
CD 

E 
L 

GLT 

G RWSW 



31 



DROP LEFT D L 

DROP RIGHT D R 

PULL LEFT SHIELD P L SH 
PULL RIGHT LEATHER SHIELD P R LE SH 

STOW LEFT S L 

STOW RIGHT S R 

ATTACK LEFT A L 

ATTACK RIGHT A R 

USE LEFT U L 

USE RIGHT U R 

REVEAL LEFT R L 

REVEAL RIGHT R R 

INCANT STEEL I STEEL 



32 



Appendix C 

Saving and Reloading Games 

By using a cassette recorder and the commands ZLOAD and ZSAVE, you can 
save the entire state of the game at any point and restart there at a later 
time. 

Refer to the Tandy Color Basic Manual (Chapter 8) that came with your 
Color Computer for information on how to connect the tape recorder to 
the computer and how to set the volume level. Be sure to follow the tips 
at the end of the chapter on how to make good recordings. To save your 
adventure at any point, have the cassette positioned on blank tape and 
have the volume set correctly. Then press the PLAY and RECORD but- 
tons at the same time until they lock. Type ZSAVE"name" and press 
(ENTER) . "Name" is the name you choose for the game you want to 
save. The quotation marks will not display on your screen as you type 
them, but they are necessary. 

After the game has been saved, the cassette stops moving. Press the STOP 
button. Do not leave the recorder in Play/Record mode, as this can damage 
the tape. You may then move the cassette forward with the FAST FOR- 
WARD button for a couple of seconds and be ready to save another game at 
a later time. 

To load an adventure you have previously saved, rewind the cassette to the 
start of the s aved game , and press the PLAY button. Then type ZLOAD" name 
" and press (ENTER ), where "name" is the name you gave to that game. 



33 



The tape then begins to move and load your saved game. If you saved and 
loaded correctly, you will find yourself back in the exact situation you 
were in when you saved the game. If there was a problem with the load 
(such as wrong name, wrong volume setting, or a faulty or unerased 
tape), the game simply starts over. We recommend using Tandy CCR-81 
cassette recorder (or equivalent) for maximum reliability. It is best to 
note the tape counter setting at the beginning of each saved game and to 
leave a few seconds of blank tape between each saved game so that you 
can be sure you are positioned in front of the correct data (by checking 
the counter) when you attempt to reload. 

Be sure to save early and often to prevent losing a long game due to a 
power failure or other mishap. It is advisable to do two ZSAVEs in 
succession. 



34 



TERMS AND CONDITIONS OF SALE AND LICENSE OF TANDY COMPUTER SOFTWARE PURCHASED 

AND LICENSED FROM RADIO SHACK COMPANY-OWNED COMPUTER CENTERS, RETAIL STORES 

AND RADIO SHACK FRANCHISEES OR DEALERS AT THEIR AUTHORIZED LOCATIONS 

LIMITED WARRANTY 

TANDY Software is licensed on an "AS IS" basis, without warranty. The original CUSTOMER'S exclusive 
remedy, in the event of a Software manufacturing defect, is its repair or replacement within thirty (30) 
calendar days of the date of the Radio Shack sales document received upon license of the Software. The 
defective Software shall be returned to a Radio Shack Computer Center, a Radio Shack retail store, a 
participating Radio Shack franchisee or a participating Radio Shack dealer along with the sales document. 

EXCEPT AS PROVIDED HEREIN, RADIO SHACK MAKES NO EXPRESS WARRANTIES, AND ANY 
IMPLIED WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE IS 
LIMITED IN ITS DURATION TO THE DURATION OF THE WRITTEN LIMITED WARRANTIES SET 
FORTH HEREIN. 

Some states do not allow limitations on how long an implied warranty lasts, so the above limitation(s) 
may not apply to CUSTOMER. 

RADIO SHACK SHALL HAVE NO LIABILITY OR RESPONSIBILITY TO CUSTOMER OR ANY 
OTHER PERSON OR ENTITY WITH RESPECT TO ANY LIABILITY, LOSS OR DAMAGE CAUSED OR 
ALLEGED TO BE CAUSED DIRECTLY OR INDIRECTLY BY "SOFTWARE" LICENSED OR 
FURNISHED BY RADIO SHACK, INCLUDING, BUT NOT LIMITED TO, ANY INTERRUPTION OF 
SERVICE, LOSS OF BUSINESS OR ANTICIPATORY PROFITS OR INDIRECT, SPECIAL, OR 
CONSEQUENTIAL DAMAGES. 

Some states do not allow the limitation or exclusion of incidental or consequential damages, so the 
above limitation(s) or exclusion(s) may not apply to CUSTOMER. 

SOFTWARE LICENSE 

RADIO SHACK grants to CUSTOMER a non-exclusive, paid-up license to use the Tandy Software on 
one computer, subject to the following provisions: 

A. Except as otherwise provided in this Software License, applicable copyright laws shall apply to the 
Softwflrfl 

B. Title to the medium on which the Software is recorded is transferred to CUSTOMER, but not title to 
thfi Softwsrfi 

C. CUSTOMER shall not use, make, manufacture, or reproduce copies of Software except for use on 
one computer and as is specifically provided in this Software License. Customer is expressly 
prohibited from disassembling the Software. 

D. CUSTOMER is permitted to make additional copies of the Software only for backup or archival 
purposes or if additional copies are required in the operation of one computer with the Software, but 
only to the extent the Software allows a backup copy to be made. 

E. All copyright notices shall be retained on all copies of the Software. 

The warranties granted herein give the original CUSTOMER specific legal rights, and the original 
CUSTOMER may have other rights which vary from state to state. 1 2/84 



RADIO SHACK 

A Division of Tandy Corporation 

Fort Worth, Texas 76102 



12/86-BCo 8749880 Printed in U.S.A.